The Disney / Audi thing has some interesting aspects. It makes the VR world match your car's movements. Turning, accelerating, etc are done in VR too, so you shouldn't get motion sickness (real and virtual movement match).

It also customises the experience to match the expected length of your trip.

The Disney / Audi thing has some interesting aspects. It makes the VR world match your car's movements. Turning, accelerating, etc are done in VR too, so you shouldn't get motion sickness (real and virtual movement match).

It also customises the experience to match the expected length of your trip.

OMG @kevinw729 imagine in the future Out of Home entertainment could corner the market in a completely new way. As the on-demand car economy (Uber, Lyft) etc expands, with this tech you could have VR in those vehicles in the future (perhaps by using some sort of dongle add-on that interfaces with the car's IO port, most modern cars have one) Do you see any commercial sense in that or am i being stupid? Perhaps a mobile on-demand arcade while you get to your destination.

The Cosmos is going to have RGB panels and HTC's "sharpest screen yet".

Dev kits are due early this year, more news on consumer release later this year.

From the Cosmos website:

"The virtual universe is always expanding; VIVE Cosmos was designed to expand with it. With an ever-increasing suite of modular customizations, the possibilities for VR are endless."

Sounds like the Pimax kickstarter campaign.

The camera arrangement for the Cosmos is interesting.

An advantage of it over the Quest is that the front 2 cameras look well positioned for pass through AR. However the overall arrangement looks like it has worse coverage (especially above and below) than Quest's corner design.

I really hope our local Microsoft Store puts of Demo's of HTC's Vive "eye." I'm very exciting about experiencing eye-tracking in a high-end PCVR headset. Eye-Tracking has been at the top of my feature list from Day 1. Exciting!

Historically, Facebook/Oculus presence has been underwhelming at CES. I remember old threads and posts where the lack of compelling Oculus news at CES caused people to believe that Oculus was dying lol

Facebook-Oculus rely more on OculusConnect and Facebook's Developer Conference (F8) to showcase new innovations. I wouldn't expect much coming out of CES tbh.

I really hope our local Microsoft Store puts of Demo's of HTC's Vive "eye." I'm very exciting about experiencing eye-tracking in a high-end PCVR headset. Eye-Tracking has been at the top of my feature list from Day 1. Exciting!

At first I got the impression that eye-tracking and foveated rendering was something Abrash was working on. Now I'm thinking that Nvidia is behind this tech and HTC simply is the first to jump on the wagon. Like shown in this Nvidia presentation:

So foveated rendering probably won't be a Rift S/2/whatever exclusive, but hopefully Oculus will be the first to get it working great in a HMD that won't cost an arm and a leg...

I'm not fond of foveated rendering requiring a RTX card, could be a real deal-breaker. RTX owners are the last to really need a technology that may reduced gpu load (since RTX cards are generally very fast in modern games) - instead foveated rendering may be godsent to owners of low-end gpus like GTX 1050. I guess Nvidia isn't focused on getting old gpus to last longer, they want to sell new gpus.

@RuneSR2 - So you have to have a Geforce RTX card for foveated rendering? people are just now starting to get low end cards at a good price to get into VR, but now they will need an RTX card for PC VR 2, correct? Talk about 1 step forward 2 steps back when it comes to trying to sell to the masses. I'm not sure people are going to want to change a Geforce 1080 for a Geforce 2060 RTX just to get PC VR 2, but I could be wrong..

I like the look of this HTC headset, it's copied a few things like the controllers and the Sony PS VR headset flip up front, but I really like the flip front given anything pressing on my face causes me discomfort. Or should I say certain materials pressing on my face. I've had to use VR Cover for Oculus so far..

@RuneSR2 - So you have to have a Geforce RTX card for foveated rendering? people are just now starting to get low end cards at a good price to get into VR, but now they will need an RTX card for PC VR 2, correct? Talk about 1 step forward 2 steps back when it comes to trying to sell to the masses. I'm not sure people are going to want to change a Geforce 1080 for a Geforce 2060 RTX just to get PC VR 2, but I could be wrong..

I like the look of this HTC headset, it's copied a few things like the controllers and the Sony PS VR headset flip up front, but I really like the flip front given anything pressing on my face causes me discomfort. Or should I say certain materials pressing on my face. I've had to use VR Cover for Oculus so far..

Yes it seems so - I'm very much against foveated rendering requiring RTX (unless it's absolutely impossible to get foveated rendering working without RTX). Feeding highest-end users more goodies probably won't help VR adoption, maybe it'll just alienate common gamers even more regarding VR.

Cosmos could be interesting, high res + almost no SDE makes me wonder if HTC got help from Samsung But again, for me it's software before hardware, so far I've seen nothing better than Lone Echo 2 and Stormland.